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#1 |
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Join Date: Sep 2004
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So, just asking for some advice from the GURPS Forums. If I wanted to run a Fantasy Campaign, but not necessarily a "beer and pretzels" game of mostly dungeon crawls, would Dungeon Fantasy still be useful?
Like, I enjoy having the various DF templates, but at the same time, I don't want to use the "niche" tropes of restricting "arcane" spellcasters away from the Healing College. So, would you recommend me sticking to GURPS Fantasy, or consider Dungeon Fantasy? |
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#2 |
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Join Date: Jul 2009
Location: Oklahoma City
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As someone who is doing this, I would say that DF is still quite "useful", though you will obviously have to screen some stuff out.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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#3 |
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Join Date: Jul 2008
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If you consider the templates useful, it's hard to see how using them would be a problem.
It's possible that you'd want to beef up some of the skill lists though, if you're planning to use parts of the GURPS skill space that DF doesn't take much interest in.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#4 |
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Join Date: Aug 2004
Location: Helsinki, Finland
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If your PC's are built like hammers, all of your adventure hooks will be viewed like nails.
Edit: Something to keep in mind while utilising GURPS DF templates in non-DF campaign.
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[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit Last edited by Taneli; 02-26-2021 at 02:01 PM. Reason: See edit |
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#5 |
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Join Date: Jun 2013
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DF should work fine, although depending on the focus of your campaign, you may want to put aside some points (either by giving a larger budget, or weakening the templates) for the kind of stuff DF doesn't focus on, as others have mentioned. This can also be useful if you want characters to be able to branch out from their templates' niches - indeed, it may be worthwhile to have the players pick one of the [125] templates from Henchmen and give them a nice chunk of additional points to build on top of those. Removing some of the niche-protection mechanisms from "arcane" spellcasters may mean players will likely be a bit more likely to play such spellcasters than the classes who benefited from the niche protection, but as long as you're fine with this going in, I wouldn't expect it to be terribly unbalancing/disruptive.
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GURPS Overhaul |
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#6 |
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Join Date: Nov 2008
Location: Yukon, OK
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I dont run DF style games but still find several books useful for fleshing out fully realized campaign worlds.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#7 | |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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Quote:
By "rules," I mean of course things like monsters, templates, lists of treasure, and summaries of how to use the rules of GURPS to handle dungeon and wilderness adventuring. You can lift any of these out of GURPS Dungeon Fantasy to be used in more "serious" games. If you happen to like the stuff in GURPS Dungeon Fantasy, why wouldn't you use it? |
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#8 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Quote:
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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#9 | |
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Join Date: Aug 2007
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I had started my World of D'y'r't campaign which was based on old dungeoncrawling modules about a month before the first DF book came out. I thought I would at least use the Equipment list but I turned out not to have geardo players. In fact those seem to be relatively rare in the general player populace. I have selectivey purchased parts of the DF line focussing on magic items and adventures but I haven't yet gotten any significant gaming use out of them and the need to filter out rules that are incompatible with default Gurps has been a nuissance.
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Fred Brackin |
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#10 |
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Join Date: Aug 2004
Location: Pioneer Valley
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I hate dungeons and "dungeon fantasy." Hate hate hate. That crap should've been left in the 70s with Earth Shoes and Trash-80s.
But the GURPS Dungeon Fantasy line has a lot going for it. Treasure Tables, Loadouts, Guilds, the gear sections of the various releases, all very useful. Guilds is my most recent read, and not only does it have a clear and straightforward mechanism for getting aid from organizations, it points out a number that you wouldn't normally think about in terms of "guilds" -- an Extended Family or a Sworn Society, for instance. In the same fashion that GURPS historical worldbooks have an industry-wide reputation as being highly useful whether or not you play GURPS, the Dungeon Fantasy line is useful even to GURPS players like me who go nowhere near that trope.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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